Announcement

Collapse
No announcement yet.

GCC 4.5 vs. 4.6 On AMD's FX-4100 Bulldozer

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • phoronix
    started a topic GCC 4.5 vs. 4.6 On AMD's FX-4100 Bulldozer

    GCC 4.5 vs. 4.6 On AMD's FX-4100 Bulldozer

    Phoronix: GCC 4.5 vs. 4.6 On AMD's FX-4100 Bulldozer

    In continuing from yesterday's AMD FX-4100 "Bulldozer" Linux benchmarks, here are more Ubuntu test results from this system comparing the stock GCC 4.5.2 and GCC 4.6.1 compilers for the new Bulldozer platform.

    http://www.phoronix.com/vr.php?view=16563

  • Azpegath
    replied
    Originally posted by log0 View Post
    I know this is way off topic but there is also an ogre3d based fork called Stunt Rally http://code.google.com/p/vdrift-ogre/ that might be of interest for racing game fans. It might be of interest for Michael too as another possible benchmark.
    That one looks awesome! I used to play a game similar to it, 4D Racing, in the mid-nineties. Great game! =)

    Leave a comment:


  • Azpegath
    replied
    Originally posted by log0 View Post
    IRC is by apppointment only afaik. Have you considered the forum http://vdrift.net/ or the issue tracker https://github.com/VDrift/vdrift/issues ?
    Good point, didn't know about the "only by appointment". I just figured IRC would be fastest and I wouldn't have to create an account on their forum. Didn't think about github though, good idea!

    Leave a comment:


  • log0
    replied
    I know this is way off topic but there is also an ogre3d based fork called Stunt Rally http://code.google.com/p/vdrift-ogre/ that might be of interest for racing game fans. It might be of interest for Michael too as another possible benchmark.

    Leave a comment:


  • log0
    replied
    Originally posted by curaga View Post
    Their own link shows they're wrong:



    Lod in the fragment shader is not a part of 1.2. It must be specifically enabled, either via the gpu_shader4 extension (not fully supported by mesa IIRC), or by GL_ARB_shader_texture_lod, which is fully supported.
    Thanks curaga. I'll report it.

    Leave a comment:


  • curaga
    replied
    Their own link shows they're wrong:

    The built-ins suffixed with “Lod” are allowed only in a vertex shader.
    Lod in the fragment shader is not a part of 1.2. It must be specifically enabled, either via the gpu_shader4 extension (not fully supported by mesa IIRC), or by GL_ARB_shader_texture_lod, which is fully supported.

    Leave a comment:


  • ChrisXY
    replied
    Originally posted by log0 View Post
    Ok, so this is a mesa problem. But then I use the git version which might simply not be ready yet. But then indeed the phoronix benchmarks are rather meaningless.

    Leave a comment:


  • log0
    replied
    Originally posted by ChrisXY View Post
    I tested vdrift a very little bit today on mesa git on HD 6550 mobile. At least one shader failed to compile:
    Code:
    INFO: ----- Start Shader Compile Log for /usr/share/vdrift//shaders/logluminance/fragment.glsl -----
    INFO: 0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
          0:35(73): error: type mismatch
          0:35(73): error: Operands to arithmetic operators must be numeric
          
    INFO: ----- End Shader Compile Log -----
    INFO: ----- Start Shader Link Log for /usr/share/vdrift//shaders/logluminance/vertex.glsl and /usr/share/vdrift//shaders/logluminance/fragment.glsl -----
    INFO: error: linking with uncompiled shader
    INFO: ----- End Shader Link Log -----
    ERROR: Shader compilation failure: /usr/share/vdrift//shaders/logluminance/vertex.glsl and /usr/share/vdrift//shaders/logluminance/fragment.glsl
    ERROR: 
    ERROR: Vertex shader:
    ERROR: 1    : #version 120
    ERROR: 2    : #define _TINY_
    ERROR: 3    : #define _SSAO_HIGH_
    ERROR: 4    : #define _NORMALMAPS_
    ERROR: 5    : #define _SHADOWSHIGH_
    ERROR: 6    : #define _CSM3_
    ERROR: 7    : #define _CSM2_
    ERROR: 8    : #define _SHADOWS_
    ERROR: 9    : #define _REFLECTIONDYNAMIC_
    ERROR: 10   : #define SCREENRESY 720
    ERROR: 11   : #define SCREENRESX 1280
    ERROR: 12   : varying vec2 tu0coord;
    ERROR: 13   : 
    ERROR: 14   : void main()
    ERROR: 15   : {
    ERROR: 16   :   // Transforming the vertex
    ERROR: 17   :   gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
    ERROR: 18   : 
    ERROR: 19   :   tu0coord = vec2(gl_MultiTexCoord0);
    ERROR: 20   : }
    ERROR: 21   : 
    ERROR: 
    ERROR: Fragment shader:
    ERROR: 1    : #version 120
    ERROR: 2    : #define _TINY_
    ERROR: 3    : #define _SSAO_HIGH_
    ERROR: 4    : #define _NORMALMAPS_
    ERROR: 5    : #define _SHADOWSHIGH_
    ERROR: 6    : #define _CSM3_
    ERROR: 7    : #define _CSM2_
    ERROR: 8    : #define _SHADOWS_
    ERROR: 9    : #define _REFLECTIONDYNAMIC_
    ERROR: 10   : #define SCREENRESY 720
    ERROR: 11   : #define SCREENRESX 1280
    ERROR: 12   : varying vec2 tu0coord;
    ERROR: 13   : 
    ERROR: 14   : uniform sampler2D tu0_2D;
    ERROR: 15   : 
    ERROR: 16   : const vec3 LUMINANCE = vec3(0.2125, 0.7154, 0.0721);
    ERROR: 17   : const float DELTA = 0.0001;
    ERROR: 18   : 
    ERROR: 19   : /*const float scale = 0.1;
    ERROR: 20   : const float offset = 5.;
    ERROR: 21   : const float timefactor = 0.1;
    ERROR: 22   : const float scale_tiny = 3.0;
    ERROR: 23   : const float offset_tiny = -0.12;*/
    ERROR: 24   : 
    ERROR: 25   : const float scale = 0.25;
    ERROR: 26   : const float offset = 2.0;
    ERROR: 27   : const float timefactor = 0.1;
    ERROR: 28   : //const float timefactor = 1.0;
    ERROR: 29   : 
    ERROR: 30   : void main()
    ERROR: 31   : {
    ERROR: 32   :   #ifdef _TINY_
    ERROR: 33   :   float lod = 9;
    ERROR: 34   :   //gl_FragColor.rgb = vec3(1.,1.,1.)*(texture2DLod(tu0_2D, tu0coord, lod).r+offset_tiny)*scale_tiny;
    ERROR: 35   :   gl_FragColor.rgb = vec3(1.,1.,1.)*texture2DLod(tu0_2D, tu0coord, lod).r;
    ERROR: 36   :   gl_FragColor.a = timefactor;
    ERROR: 37   :   #else
    ERROR: 38   :   float luminance = dot(LUMINANCE,texture2D(tu0_2D, tu0coord).rgb);
    ERROR: 39   :   float logluminance = log(luminance+DELTA);
    ERROR: 40   :   gl_FragColor.rgb = vec3(1.,1.,1.)*(logluminance+offset)*scale;
    ERROR: 41   :   #endif
    ERROR: 42   : }
    ERROR: 43   : 
    ERROR: 
    ERROR: Disabling shaders due to shader loading error
    The game runs actually pretty well, except for the car, which is completely white...
    Look here: http://vdrift.net/Forum/viewtopic.php?t=1589

    Leave a comment:


  • ChrisXY
    replied
    Originally posted by Azpegath View Post
    He should be running the latest VDrift (2011-09) instead of the one from 2010-06, perhaps that is a lot better.
    I tested vdrift a very little bit today on mesa git on HD 6550 mobile. At least one shader failed to compile:
    Code:
    INFO: ----- Start Shader Compile Log for /usr/share/vdrift//shaders/logluminance/fragment.glsl -----
    INFO: 0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
          0:35(73): error: type mismatch
          0:35(73): error: Operands to arithmetic operators must be numeric
          
    INFO: ----- End Shader Compile Log -----
    INFO: ----- Start Shader Link Log for /usr/share/vdrift//shaders/logluminance/vertex.glsl and /usr/share/vdrift//shaders/logluminance/fragment.glsl -----
    INFO: error: linking with uncompiled shader
    INFO: ----- End Shader Link Log -----
    ERROR: Shader compilation failure: /usr/share/vdrift//shaders/logluminance/vertex.glsl and /usr/share/vdrift//shaders/logluminance/fragment.glsl
    ERROR: 
    ERROR: Vertex shader:
    ERROR: 1    : #version 120
    ERROR: 2    : #define _TINY_
    ERROR: 3    : #define _SSAO_HIGH_
    ERROR: 4    : #define _NORMALMAPS_
    ERROR: 5    : #define _SHADOWSHIGH_
    ERROR: 6    : #define _CSM3_
    ERROR: 7    : #define _CSM2_
    ERROR: 8    : #define _SHADOWS_
    ERROR: 9    : #define _REFLECTIONDYNAMIC_
    ERROR: 10   : #define SCREENRESY 720
    ERROR: 11   : #define SCREENRESX 1280
    ERROR: 12   : varying vec2 tu0coord;
    ERROR: 13   : 
    ERROR: 14   : void main()
    ERROR: 15   : {
    ERROR: 16   :   // Transforming the vertex
    ERROR: 17   :   gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
    ERROR: 18   : 
    ERROR: 19   :   tu0coord = vec2(gl_MultiTexCoord0);
    ERROR: 20   : }
    ERROR: 21   : 
    ERROR: 
    ERROR: Fragment shader:
    ERROR: 1    : #version 120
    ERROR: 2    : #define _TINY_
    ERROR: 3    : #define _SSAO_HIGH_
    ERROR: 4    : #define _NORMALMAPS_
    ERROR: 5    : #define _SHADOWSHIGH_
    ERROR: 6    : #define _CSM3_
    ERROR: 7    : #define _CSM2_
    ERROR: 8    : #define _SHADOWS_
    ERROR: 9    : #define _REFLECTIONDYNAMIC_
    ERROR: 10   : #define SCREENRESY 720
    ERROR: 11   : #define SCREENRESX 1280
    ERROR: 12   : varying vec2 tu0coord;
    ERROR: 13   : 
    ERROR: 14   : uniform sampler2D tu0_2D;
    ERROR: 15   : 
    ERROR: 16   : const vec3 LUMINANCE = vec3(0.2125, 0.7154, 0.0721);
    ERROR: 17   : const float DELTA = 0.0001;
    ERROR: 18   : 
    ERROR: 19   : /*const float scale = 0.1;
    ERROR: 20   : const float offset = 5.;
    ERROR: 21   : const float timefactor = 0.1;
    ERROR: 22   : const float scale_tiny = 3.0;
    ERROR: 23   : const float offset_tiny = -0.12;*/
    ERROR: 24   : 
    ERROR: 25   : const float scale = 0.25;
    ERROR: 26   : const float offset = 2.0;
    ERROR: 27   : const float timefactor = 0.1;
    ERROR: 28   : //const float timefactor = 1.0;
    ERROR: 29   : 
    ERROR: 30   : void main()
    ERROR: 31   : {
    ERROR: 32   :   #ifdef _TINY_
    ERROR: 33   :   float lod = 9;
    ERROR: 34   :   //gl_FragColor.rgb = vec3(1.,1.,1.)*(texture2DLod(tu0_2D, tu0coord, lod).r+offset_tiny)*scale_tiny;
    ERROR: 35   :   gl_FragColor.rgb = vec3(1.,1.,1.)*texture2DLod(tu0_2D, tu0coord, lod).r;
    ERROR: 36   :   gl_FragColor.a = timefactor;
    ERROR: 37   :   #else
    ERROR: 38   :   float luminance = dot(LUMINANCE,texture2D(tu0_2D, tu0coord).rgb);
    ERROR: 39   :   float logluminance = log(luminance+DELTA);
    ERROR: 40   :   gl_FragColor.rgb = vec3(1.,1.,1.)*(logluminance+offset)*scale;
    ERROR: 41   :   #endif
    ERROR: 42   : }
    ERROR: 43   : 
    ERROR: 
    ERROR: Disabling shaders due to shader loading error
    The game runs actually pretty well, except for the car, which is completely white...

    Leave a comment:


  • log0
    replied
    Originally posted by Azpegath View Post
    Yes they split the packages into src and data, and haven't released a data package for it. Sadly they just seem to want to distribute data via svn since their previous version. I've been trying to get them to release a data tar file matching the source release so we can get an updated package in Gentoo, but the devs doesn't reply on IRC. Their channel is just quiet. I've only tried for 2 whole days, but you'd think that somebody would reply.

    There's a bug on the Gentoo bugzilla about it describing the issue furter (https://bugs.gentoo.org/show_bug.cgi?id=351409#c7)
    IRC is by apppointment only afaik. Have you considered the forum http://vdrift.net/ or the issue tracker https://github.com/VDrift/vdrift/issues ?

    Leave a comment:

Working...
X